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+// Filename: physxCloth.cxx
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+// Created by: enn0x (30Mar10)
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+//
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+////////////////////////////////////////////////////////////////////
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+//
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+// PANDA 3D SOFTWARE
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+// Copyright (c) Carnegie Mellon University. All rights reserved.
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+//
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+// All use of this software is subject to the terms of the revised BSD
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+// license. You should have received a copy of this license along
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+// with this source code in a file named "LICENSE."
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+//
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+////////////////////////////////////////////////////////////////////
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+
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+#include "physxCloth.h"
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+#include "physxClothDesc.h"
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+#include "physxScene.h"
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+#include "physxGroupsMask.h"
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+#include "physxShape.h"
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+#include "physxManager.h"
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+
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+#include "boundingBox.h"
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+
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+TypeHandle PhysxCloth::_type_handle;
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::link
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+// Access: Public
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+void PhysxCloth::
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+link(NxCloth *ptr) {
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+
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+ // Link self
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+ _ptr = ptr;
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+ _error_type = ET_ok;
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+ _ptr->userData = this;
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+
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+ PhysxScene *scene = (PhysxScene *)_ptr->getScene().userData;
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+ scene->_cloths.add(this);
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::unlink
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+// Access: Public
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+void PhysxCloth::
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+unlink() {
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+
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+ // Unlink self
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+ _ptr->userData = NULL;
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+ _error_type = ET_released;
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+
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+ PhysxScene *scene = (PhysxScene *)_ptr->getScene().userData;
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+ scene->_cloths.remove(this);
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+
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+ _node = NULL;
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::release
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+void PhysxCloth::
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+release() {
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+
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+ nassertv(_error_type == ET_ok);
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+
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+ unlink();
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+ _ptr->getScene().releaseCloth(*_ptr);
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+ _ptr = NULL;
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::update
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+// Access: Public
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+void PhysxCloth::
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+update() {
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+
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+ // Update node mesh data
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+ _node->update();
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+
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+ // Update node bounding volume
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+ NxBounds3 bounds;
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+ _ptr->getWorldBounds(bounds);
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+
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+ BoundingBox bb(PhysxManager::nxVec3_to_point3(bounds.min),
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+ PhysxManager::nxVec3_to_point3(bounds.max));
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+ _node->set_bounds(&bb);
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::get_scene
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+// Access: Published
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+// Description: Returns the scene which this cloth belongs to.
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+////////////////////////////////////////////////////////////////////
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+PhysxScene *PhysxCloth::
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+get_scene() const {
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+
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+ nassertr(_error_type == ET_ok, NULL);
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+ return (PhysxScene *)_ptr->getScene().userData;
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::get_cloth_node
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+PhysxClothNode *PhysxCloth::
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+get_cloth_node() const {
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+
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+ nassertr(_error_type == ET_ok, NULL);
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+ return _node;
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::create_cloth_node
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+PhysxClothNode *PhysxCloth::
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+create_cloth_node(const char *name) {
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+
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+ nassertr(_error_type == ET_ok, NULL);
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+
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+ _node = new PhysxClothNode(name);
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+ _node->allocate(this);
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+
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+ return _node;
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::set_name
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+// Access: Published
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+// Description: Sets a name string for the object that can be
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+// retrieved with get_name().
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+// This is for debugging and is not used by the
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+// engine.
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+////////////////////////////////////////////////////////////////////
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+void PhysxCloth::
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+set_name(const char *name) {
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+
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+ nassertv(_error_type == ET_ok);
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+ _ptr->setName(name);
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::get_name
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+// Access: Published
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+// Description: Retrieves the name string.
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+////////////////////////////////////////////////////////////////////
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+const char *PhysxCloth::
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+get_name() const {
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+
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+ nassertr(_error_type == ET_ok, "");
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+ return _ptr->getName();
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::set_group
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+// Access: Published
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+// Description: Sets which collision group this cloth is part of.
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+// Collision group must be between 0 and 31.
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+////////////////////////////////////////////////////////////////////
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+void PhysxCloth::
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+set_group(unsigned int group) {
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+
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+ nassertv(_error_type == ET_ok);
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+ nassertv(group >= 0 && group < 32);
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+ _ptr->setGroup(group);
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::get_group
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+// Access: Published
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+// Description: Retrieves the collision group this cloth is part
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+// of.
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+////////////////////////////////////////////////////////////////////
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+unsigned int PhysxCloth::
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+get_group() const {
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+
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+ nassertr(_error_type == ET_ok, 0);
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+ return _ptr->getGroup();
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::set_thickness
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+// Access: Published
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+// Description: Sets the cloth thickness (must be positive).
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+////////////////////////////////////////////////////////////////////
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+void PhysxCloth::
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+set_thickness(float thickness) {
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+
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+ nassertv(_error_type == ET_ok);
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+ _ptr->setFriction(thickness);
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::get_thickness
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+// Access: Published
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+// Description: Gets the cloth thickness.
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+////////////////////////////////////////////////////////////////////
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+float PhysxCloth::
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+get_thickness() const {
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+
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+ nassertr(_error_type == ET_ok, 0.0f);
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+ return _ptr->getThickness();
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::get_density
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+// Access: Published
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+// Description: Gets the cloth density.
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+////////////////////////////////////////////////////////////////////
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+float PhysxCloth::
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+get_density() const {
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+
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+ nassertr(_error_type == ET_ok, 0.0f);
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+ return _ptr->getDensity();
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::get_relative_grid_spacing
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+// Access: Published
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+// Description: Gets the relative grid spacing for the broad
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+// phase. The cloth is represented by a set of
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+// world aligned cubical cells in broad phase. The
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+// size of these cells is determined by multiplying
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+// the length of the diagonal of the AABB of the
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+// initial soft body size with this constant.
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+////////////////////////////////////////////////////////////////////
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+float PhysxCloth::
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+get_relative_grid_spacing() const {
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+
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+ nassertr(_error_type == ET_ok, 0.0f);
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+ return _ptr->getRelativeGridSpacing();
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::get_num_particles
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+// Access: Published
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+// Description: Gets the number of cloth particles.
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+////////////////////////////////////////////////////////////////////
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+unsigned int PhysxCloth::
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+get_num_particles() {
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+
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+ nassertr(_error_type == ET_ok, 0);
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+ return _ptr->getNumberOfParticles();
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::set_flag
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+// Access: Published
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+// Description: Sets the value of a single flag.
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+////////////////////////////////////////////////////////////////////
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+void PhysxCloth::
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+set_flag(PhysxClothFlag flag, bool value) {
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+
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+ nassertv(_error_type == ET_ok);
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+
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+ NxU32 flags = _ptr->getFlags();
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+
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+ if (value == true) {
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+ flags |= flag;
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+ }
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+ else {
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+ flags &= ~(flag);
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+ }
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+
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+ _ptr->setFlags(flags);
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::get_flag
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+// Access: Published
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+// Description: Retrieves the value of a single flag.
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+////////////////////////////////////////////////////////////////////
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+bool PhysxCloth::
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+get_flag(PhysxClothFlag flag) const {
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+
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+ nassertr(_error_type == ET_ok, false);
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+
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+ return (_ptr->getFlags() & flag) ? true : false;
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::set_groups_mask
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+// Access: Published
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+// Description: Sets 128-bit mask used for collision filtering.
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+////////////////////////////////////////////////////////////////////
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+void PhysxCloth::
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+set_groups_mask(const PhysxGroupsMask &mask) {
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+
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+ nassertv(_error_type == ET_ok);
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+
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+ NxGroupsMask _mask = mask.get_mask();
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+ _ptr->setGroupsMask(_mask);
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::get_groups_mask
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+// Access: Published
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+// Description: Gets the 128-bit groups mask used for collision
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+// filtering.
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+////////////////////////////////////////////////////////////////////
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+PhysxGroupsMask PhysxCloth::
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+get_groups_mask() const {
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+
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+ PhysxGroupsMask mask;
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+
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+ nassertr(_error_type == ET_ok, mask);
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+
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+ NxGroupsMask _mask = _ptr->getGroupsMask();
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+ mask.set_mask(_mask);
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+
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+ return mask;
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::is_sleeping
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+// Access: Published
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+// Description: Returns true if this cloth is sleeping.
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+//
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+// When a cloth does not move for a period of time,
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+// it is no longer simulated in order to save time.
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+// This state is called sleeping. However, because the
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+// object automatically wakes up when it is either
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+// touched by an awake object, or one of its
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+// properties is changed by the user, the entire sleep
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+// mechanism should be transparent to the user.
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+////////////////////////////////////////////////////////////////////
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+bool PhysxCloth::
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+is_sleeping() const {
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+
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+ nassertr(_error_type == ET_ok, false);
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+ return _ptr->isSleeping();
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::wake_up
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+// Access: Published
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+// Description: Wakes up the cloth if it is sleeping.
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+//
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+// The wakeCounterValue determines how long until the
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+// body is put to sleep, a value of zero means that
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+// the body is sleeping. wake_up(0) is equivalent to
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+// PhysxCloth::put_to_sleep().
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+////////////////////////////////////////////////////////////////////
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+void PhysxCloth::
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+wake_up(float wakeCounterValue) {
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+
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+ nassertv(_error_type == ET_ok);
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+ _ptr->wakeUp(wakeCounterValue);
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::put_to_sleep
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+// Access: Published
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+// Description: Forces the cloth to sleep.
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+//
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+// The cloth will stay asleep until the next
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+// call to simulate, and will not wake up until then
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+// even when otherwise it would (for example a force
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+// is applied to it). It can however wake up during
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+// the next do_physics call.
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+////////////////////////////////////////////////////////////////////
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+void PhysxCloth::
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+put_to_sleep() {
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+
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+ nassertv(_error_type == ET_ok);
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+ _ptr->putToSleep();
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::set_sleep_linear_velocity
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+// Access: Published
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+// Description: Sets the linear velocity below which an cloth
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+// may go to sleep. Cloths whose linear velocity is
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+// above this threshold will not be put to sleep.
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+//
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+// Setting the sleep angular/linear velocity only
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+// makes sense when the BF_energy_sleep_test is not
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+// set.
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+////////////////////////////////////////////////////////////////////
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+void PhysxCloth::
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+set_sleep_linear_velocity(float threshold) {
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+
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+ nassertv(_error_type == ET_ok);
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+ _ptr->setSleepLinearVelocity(threshold);
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::get_sleep_linear_velocity
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+// Access: Published
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+// Description: Returns the linear velocity below which an soft
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+// body may go to sleep. cloths whose linear velocity
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+// is above this threshold will not be put to sleep.
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+////////////////////////////////////////////////////////////////////
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+float PhysxCloth::
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+get_sleep_linear_velocity() const {
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+
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+ nassertr(_error_type == ET_ok, 0.0f);
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+ return _ptr->getSleepLinearVelocity();
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::attach_vertex_to_global_pos
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+// Access: Published
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+// Description: Attaches a cloth vertex to a position in world
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+// space.
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+////////////////////////////////////////////////////////////////////
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+void PhysxCloth::
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+attach_vertex_to_global_pos(unsigned int vertexId, LPoint3f const &pos) {
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+
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+ nassertv(_error_type == ET_ok);
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+ nassertv(!pos.is_nan());
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+
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+ _ptr->attachVertexToGlobalPosition(vertexId, PhysxManager::point3_to_nxVec3(pos));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::attach_to_shape
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+// Access: Published
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+// Description: Attaches the cloth to a shape. All cloth points
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+// currently inside the shape are attached.
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+//
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+// This method only works with primitive and convex
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+// shapes. Since the inside of a general triangle mesh
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+// is not clearly defined.
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+////////////////////////////////////////////////////////////////////
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+void PhysxCloth::
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+attach_to_shape(PhysxShape *shape) {
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+
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+ nassertv(_error_type == ET_ok);
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+ nassertv(shape);
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+
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+ NxU32 attachmentFlags = 0; // --TODO--
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+ _ptr->attachToShape(shape->ptr(), attachmentFlags);
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysxCloth::attach_to_colliding_shapes
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+// Access: Published
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+// Description: Attaches the cloth to all shapes, currently
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+// colliding.
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+//
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+// This method only works with primitive and convex
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+// shapes. Since the inside of a general triangle mesh
|
|
|
+// is not clearly defined.
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+void PhysxCloth::
|
|
|
+attach_to_colliding_shapes() {
|
|
|
+
|
|
|
+ nassertv(_error_type == ET_ok);
|
|
|
+
|
|
|
+ NxU32 attachmentFlags = 0; // --TODO--
|
|
|
+ _ptr->attachToCollidingShapes(attachmentFlags);
|
|
|
+}
|
|
|
+
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+// Function: PhysxCloth::detach_from_shape
|
|
|
+// Access: Published
|
|
|
+// Description: Detaches the cloth from a shape it has been
|
|
|
+// attached to before.
|
|
|
+//
|
|
|
+// If the cloth has not been attached to the shape
|
|
|
+// before, the call has no effect.
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+void PhysxCloth::
|
|
|
+detach_from_shape(PhysxShape *shape) {
|
|
|
+
|
|
|
+ nassertv(_error_type == ET_ok);
|
|
|
+ nassertv(shape);
|
|
|
+
|
|
|
+ _ptr->detachFromShape(shape->ptr());
|
|
|
+}
|
|
|
+
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+// Function: PhysxCloth::free_vertex
|
|
|
+// Access: Published
|
|
|
+// Description: Frees a previously attached cloth point.
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+void PhysxCloth::
|
|
|
+free_vertex(unsigned int vertexId) {
|
|
|
+
|
|
|
+ nassertv(_error_type == ET_ok);
|
|
|
+ _ptr->freeVertex(vertexId);
|
|
|
+}
|
|
|
+
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+// Function: PhysxCloth::attach_vertex_to_shape
|
|
|
+// Access: Published
|
|
|
+// Description: Attaches a cloth vertex to a local position within
|
|
|
+// a shape.
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+void PhysxCloth::
|
|
|
+attach_vertex_to_shape(unsigned int vertexId, PhysxShape *shape, LPoint3f const &localPos) {
|
|
|
+
|
|
|
+ nassertv(_error_type == ET_ok);
|
|
|
+ nassertv(!localPos.is_nan());
|
|
|
+ nassertv(shape);
|
|
|
+
|
|
|
+ NxU32 attachmentFlags = 0; // --TODO--
|
|
|
+ _ptr->attachVertexToShape(vertexId, shape->ptr(),
|
|
|
+ PhysxManager::point3_to_nxVec3(localPos),
|
|
|
+ attachmentFlags);
|
|
|
+}
|
|
|
+
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+// Function: PhysxCloth::get_vertex_attachment_status
|
|
|
+// Access: Published
|
|
|
+// Description: Return the attachment status of the given vertex.
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+PhysxEnums::PhysxVertexAttachmentStatus PhysxCloth::
|
|
|
+get_vertex_attachment_status(unsigned int vertexId) const {
|
|
|
+
|
|
|
+ nassertr(_error_type == ET_ok, VAS_none);
|
|
|
+ // --TODO-- nassertr(vertexId < _ptr->getNumberOfParticles(), VAS_none);
|
|
|
+
|
|
|
+ return (PhysxVertexAttachmentStatus) _ptr->getVertexAttachmentStatus(vertexId);
|
|
|
+}
|
|
|
+
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+// Function: PhysxCloth::get_vertex_attachment_shape
|
|
|
+// Access: Published
|
|
|
+// Description: Returns the pointer to an attached shape pointer
|
|
|
+// of the given vertex. If the vertex is not attached
|
|
|
+// or attached to a global position, NULL is returned.
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+PhysxShape *PhysxCloth::
|
|
|
+get_vertex_attachment_shape(unsigned int vertexId) const {
|
|
|
+
|
|
|
+ nassertr(_error_type == ET_ok, NULL);
|
|
|
+ // --TODO-- nassertr(vertexId < _ptr->getNumberOfParticles(), NULL);
|
|
|
+
|
|
|
+ NxShape *shapePtr = _ptr->getVertexAttachmentShape(vertexId);
|
|
|
+ PhysxShape *shape = shapePtr ? (PhysxShape *)(shapePtr->userData) : NULL;
|
|
|
+
|
|
|
+ return shape;
|
|
|
+}
|
|
|
+
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+// Function: PhysxCloth::get_vertex_attachment_pos
|
|
|
+// Access: Published
|
|
|
+// Description: Returns the attachment position of the given
|
|
|
+// vertex. If the vertex is attached to shape, the
|
|
|
+// position local to the shape's pose is returned. If
|
|
|
+// the vertex is not attached, the return value is
|
|
|
+// undefined.
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+LPoint3f PhysxCloth::
|
|
|
+get_vertex_attachment_pos(unsigned int vertexId) const {
|
|
|
+
|
|
|
+ nassertr(_error_type == ET_ok, LPoint3f::zero());
|
|
|
+ // --TODO-- nassertr(vertexId < _ptr->getNumberOfParticles(), LPoint3f::zero());
|
|
|
+
|
|
|
+ return PhysxManager::nxVec3_to_point3(_ptr->getVertexAttachmentPosition(vertexId));
|
|
|
+}
|
|
|
+
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+// Function: PhysxCloth::set_external_acceleration
|
|
|
+// Access: Published
|
|
|
+// Description: Sets an external acceleration which affects all non
|
|
|
+// attached particles of the cloth.
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+void PhysxCloth::
|
|
|
+set_external_acceleration(LVector3f const &acceleration) {
|
|
|
+
|
|
|
+ nassertv(_error_type == ET_ok);
|
|
|
+ nassertv_always(!acceleration.is_nan());
|
|
|
+
|
|
|
+ _ptr->setExternalAcceleration(PhysxManager::vec3_to_nxVec3(acceleration));
|
|
|
+}
|
|
|
+
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+// Function: PhysxCloth::set_wind_acceleration
|
|
|
+// Access: Published
|
|
|
+// Description: Sets an acceleration acting normal to the cloth
|
|
|
+// surface at each vertex.
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+void PhysxCloth::
|
|
|
+set_wind_acceleration(LVector3f const &acceleration) {
|
|
|
+
|
|
|
+ nassertv(_error_type == ET_ok);
|
|
|
+ nassertv_always(!acceleration.is_nan());
|
|
|
+
|
|
|
+ _ptr->setWindAcceleration(PhysxManager::vec3_to_nxVec3(acceleration));
|
|
|
+}
|
|
|
+
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+// Function: PhysxCloth::get_external_acceleration
|
|
|
+// Access: Published
|
|
|
+// Description: Retrieves the external acceleration which affects
|
|
|
+// all non attached particles of the cloth.
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+LVector3f PhysxCloth::
|
|
|
+get_external_acceleration() const {
|
|
|
+
|
|
|
+ nassertr(_error_type == ET_ok, LVector3f::zero());
|
|
|
+ return PhysxManager::nxVec3_to_vec3(_ptr->getExternalAcceleration());
|
|
|
+}
|
|
|
+
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+// Function: PhysxCloth::get_wind_acceleration
|
|
|
+// Access: Published
|
|
|
+// Description: Retrieves the acceleration acting normal to the
|
|
|
+// cloth surface at each vertex
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+LVector3f PhysxCloth::
|
|
|
+get_wind_acceleration() const {
|
|
|
+
|
|
|
+ nassertr(_error_type == ET_ok, LVector3f::zero());
|
|
|
+ return PhysxManager::nxVec3_to_vec3(_ptr->getWindAcceleration());
|
|
|
+}
|
|
|
+
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+// Function: PhysxCloth::add_force_at_vertex
|
|
|
+// Access: Published
|
|
|
+// Description: Applies a force (or impulse) defined in the
|
|
|
+// global coordinate frame, to a particular vertex
|
|
|
+// of the cloth.
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+void PhysxCloth::
|
|
|
+add_force_at_vertex(LVector3f const &force, int vertexId, PhysxForceMode mode) {
|
|
|
+
|
|
|
+ nassertv(_error_type == ET_ok);
|
|
|
+ _ptr->addForceAtVertex(PhysxManager::vec3_to_nxVec3(force),
|
|
|
+ vertexId,
|
|
|
+ (NxForceMode) mode);
|
|
|
+}
|
|
|
+
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+// Function: PhysxCloth::add_force_at_pos
|
|
|
+// Access: Published
|
|
|
+// Description: Applies a radial force (or impulse) at a
|
|
|
+// particular position. All vertices within radius
|
|
|
+// will be affected with a quadratic drop-off.
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+void PhysxCloth::
|
|
|
+add_force_at_pos(LPoint3f const &pos, float magnitude, float radius, PhysxForceMode mode) {
|
|
|
+
|
|
|
+ nassertv(_error_type == ET_ok);
|
|
|
+ _ptr->addForceAtPos(PhysxManager::point3_to_nxVec3(pos),
|
|
|
+ magnitude,
|
|
|
+ radius,
|
|
|
+ (NxForceMode) mode);
|
|
|
+}
|
|
|
+
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+// Function: PhysxCloth::add_directed_force_at_pos
|
|
|
+// Access: Published
|
|
|
+// Description: Applies a directed force (or impulse) at a
|
|
|
+// particular position. All vertices within radius
|
|
|
+// will be affected with a quadratic drop-off.
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+void PhysxCloth::
|
|
|
+add_directed_force_at_pos(LPoint3f const &pos, LVector3f const &force, float radius, PhysxForceMode mode) {
|
|
|
+
|
|
|
+ nassertv(_error_type == ET_ok);
|
|
|
+ _ptr->addDirectedForceAtPos(PhysxManager::point3_to_nxVec3(pos),
|
|
|
+ PhysxManager::vec3_to_nxVec3(force),
|
|
|
+ radius,
|
|
|
+ (NxForceMode) mode);
|
|
|
+}
|
|
|
+
|